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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace LyraConsoleVariables | |
| { | |
| static float DrawBulletTracesDuration = 0.0f; | |
| static FAutoConsoleVariableRef CVarDrawBulletTraceDuraton( | |
| TEXT("lyra.Weapon.DrawBulletTraceDuration"), | |
| DrawBulletTracesDuration, | |
| TEXT("Should we do debug drawing for bullet traces (if above zero, sets how long (in seconds))"), | |
| ECVF_Default); | |
| static float DrawBulletHitDuration = 0.0f; | |
| static FAutoConsoleVariableRef CVarDrawBulletHits( | |
| TEXT("lyra.Weapon.DrawBulletHitDuration"), | |
| DrawBulletHitDuration, | |
| TEXT("Should we do debug drawing for bullet impacts (if above zero, sets how long (in seconds))"), | |
| ECVF_Default); | |
| static float DrawBulletHitRadius = 3.0f; | |
| static FAutoConsoleVariableRef CVarDrawBulletHitRadius( | |
| TEXT("lyra.Weapon.DrawBulletHitRadius"), | |
| DrawBulletHitRadius, | |
| TEXT("When bullet hit debug drawing is enabled (see DrawBulletHitDuration), how big should the hit radius be? (in uu)"), | |
| ECVF_Default); | |
| } | |
| // Weapon fire will be blocked/canceled if the player has this tag | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_WeaponFireBlocked, "Ability.Weapon.NoFiring"); | |
| ////////////////////////////////////////////////////////////////////// | |
| FVector VRandConeNormalDistribution(const FVector& Dir, const float ConeHalfAngleRad, const float Exponent) | |
| { | |
| if (ConeHalfAngleRad > 0.f) | |
| { | |
| const float ConeHalfAngleDegrees = FMath::RadiansToDegrees(ConeHalfAngleRad); | |
| // consider the cone a concatenation of two rotations. one "away" from the center line, and another "around" the circle | |
| // apply the exponent to the away-from-center rotation. a larger exponent will cluster points more tightly around the center | |
| const float FromCenter = FMath::Pow(FMath::FRand(), Exponent); | |
| const float AngleFromCenter = FromCenter * ConeHalfAngleDegrees; | |
| const float AngleAround = FMath::FRand() * 360.0f; | |
| FRotator Rot = Dir.Rotation(); | |
| FQuat DirQuat(Rot); | |
| FQuat FromCenterQuat(FRotator(0.0f, AngleFromCenter, 0.0f)); | |
| FQuat AroundQuat(FRotator(0.0f, 0.0, AngleAround)); | |
| FQuat FinalDirectionQuat = DirQuat * AroundQuat * FromCenterQuat; | |
| FinalDirectionQuat.Normalize(); | |
| return FinalDirectionQuat.RotateVector(FVector::ForwardVector); | |
| } | |
| else | |
| { | |
| return Dir.GetSafeNormal(); | |
| } | |
| } | |
| ULyraGameplayAbility_RangedWeapon::ULyraGameplayAbility_RangedWeapon(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| SourceBlockedTags.AddTag(TAG_WeaponFireBlocked); | |
| } | |
| ULyraRangedWeaponInstance* ULyraGameplayAbility_RangedWeapon::GetWeaponInstance() const | |
| { | |
| return Cast<ULyraRangedWeaponInstance>(GetAssociatedEquipment()); | |
| } | |
| bool ULyraGameplayAbility_RangedWeapon::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const | |
| { | |
| bool bResult = Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags); | |
| if (bResult) | |
| { | |
| if (GetWeaponInstance() == nullptr) | |
| { | |
| UE_LOG(LogLyraAbilitySystem, Error, TEXT("Weapon ability %s cannot be activated because there is no associated ranged weapon (equipment instance=%s but needs to be derived from %s)"), | |
| *GetPathName(), | |
| *GetPathNameSafe(GetAssociatedEquipment()), | |
| *ULyraRangedWeaponInstance::StaticClass()->GetName()); | |
| bResult = false; | |
| } | |
| } | |
| return bResult; | |
| } | |
| int32 ULyraGameplayAbility_RangedWeapon::FindFirstPawnHitResult(const TArray<FHitResult>& HitResults) | |
| { | |
| for (int32 Idx = 0; Idx < HitResults.Num(); ++Idx) | |
| { | |
| const FHitResult& CurHitResult = HitResults[Idx]; | |
| if (CurHitResult.HitObjectHandle.DoesRepresentClass(APawn::StaticClass())) | |
| { | |
| // If we hit a pawn, we're good | |
| return Idx; | |
| } | |
| else | |
| { | |
| AActor* HitActor = CurHitResult.HitObjectHandle.FetchActor(); | |
| if ((HitActor != nullptr) && (HitActor->GetAttachParentActor() != nullptr) && (Cast<APawn>(HitActor->GetAttachParentActor()) != nullptr)) | |
| { | |
| // If we hit something attached to a pawn, we're good | |
| return Idx; | |
| } | |
| } | |
| } | |
| return INDEX_NONE; | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::AddAdditionalTraceIgnoreActors(FCollisionQueryParams& TraceParams) const | |
| { | |
| if (AActor* Avatar = GetAvatarActorFromActorInfo()) | |
| { | |
| // Ignore any actors attached to the avatar doing the shooting | |
| TArray<AActor*> AttachedActors; | |
| Avatar->GetAttachedActors(/*out*/ AttachedActors); | |
| TraceParams.AddIgnoredActors(AttachedActors); | |
| } | |
| } | |
| ECollisionChannel ULyraGameplayAbility_RangedWeapon::DetermineTraceChannel(FCollisionQueryParams& TraceParams, bool bIsSimulated) const | |
| { | |
| return Lyra_TraceChannel_Weapon; | |
| } | |
| FHitResult ULyraGameplayAbility_RangedWeapon::WeaponTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray<FHitResult>& OutHitResults) const | |
| { | |
| TArray<FHitResult> HitResults; | |
| FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), /*bTraceComplex=*/ true, /*IgnoreActor=*/ GetAvatarActorFromActorInfo()); | |
| TraceParams.bReturnPhysicalMaterial = true; | |
| AddAdditionalTraceIgnoreActors(TraceParams); | |
| //TraceParams.bDebugQuery = true; | |
| const ECollisionChannel TraceChannel = DetermineTraceChannel(TraceParams, bIsSimulated); | |
| if (SweepRadius > 0.0f) | |
| { | |
| GetWorld()->SweepMultiByChannel(HitResults, StartTrace, EndTrace, FQuat::Identity, TraceChannel, FCollisionShape::MakeSphere(SweepRadius), TraceParams); | |
| } | |
| else | |
| { | |
| GetWorld()->LineTraceMultiByChannel(HitResults, StartTrace, EndTrace, TraceChannel, TraceParams); | |
| } | |
| FHitResult Hit(ForceInit); | |
| if (HitResults.Num() > 0) | |
| { | |
| // Filter the output list to prevent multiple hits on the same actor; | |
| // this is to prevent a single bullet dealing damage multiple times to | |
| // a single actor if using an overlap trace | |
| for (FHitResult& CurHitResult : HitResults) | |
| { | |
| auto Pred = [&CurHitResult](const FHitResult& Other) | |
| { | |
| return Other.HitObjectHandle == CurHitResult.HitObjectHandle; | |
| }; | |
| if (!OutHitResults.ContainsByPredicate(Pred)) | |
| { | |
| OutHitResults.Add(CurHitResult); | |
| } | |
| } | |
| Hit = OutHitResults.Last(); | |
| } | |
| else | |
| { | |
| Hit.TraceStart = StartTrace; | |
| Hit.TraceEnd = EndTrace; | |
| } | |
| return Hit; | |
| } | |
| FVector ULyraGameplayAbility_RangedWeapon::GetWeaponTargetingSourceLocation() const | |
| { | |
| // Use Pawn's location as a base | |
| APawn* const AvatarPawn = Cast<APawn>(GetAvatarActorFromActorInfo()); | |
| check(AvatarPawn); | |
| const FVector SourceLoc = AvatarPawn->GetActorLocation(); | |
| const FQuat SourceRot = AvatarPawn->GetActorQuat(); | |
| FVector TargetingSourceLocation = SourceLoc; | |
| //@TODO: Add an offset from the weapon instance and adjust based on pawn crouch/aiming/etc... | |
| return TargetingSourceLocation; | |
| } | |
| FTransform ULyraGameplayAbility_RangedWeapon::GetTargetingTransform(APawn* SourcePawn, ELyraAbilityTargetingSource Source) const | |
| { | |
| check(SourcePawn); | |
| AController* SourcePawnController = SourcePawn->GetController(); | |
| ULyraWeaponStateComponent* WeaponStateComponent = (SourcePawnController != nullptr) ? SourcePawnController->FindComponentByClass<ULyraWeaponStateComponent>() : nullptr; | |
| // The caller should determine the transform without calling this if the mode is custom! | |
| check(Source != ELyraAbilityTargetingSource::Custom); | |
| const FVector ActorLoc = SourcePawn->GetActorLocation(); | |
| FQuat AimQuat = SourcePawn->GetActorQuat(); | |
| AController* Controller = SourcePawn->GetController(); | |
| FVector SourceLoc; | |
| double FocalDistance = 1024.0f; | |
| FVector FocalLoc; | |
| FVector CamLoc; | |
| FRotator CamRot; | |
| bool bFoundFocus = false; | |
| if ((Controller != nullptr) && ((Source == ELyraAbilityTargetingSource::CameraTowardsFocus) || (Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus))) | |
| { | |
| // Get camera position for later | |
| bFoundFocus = true; | |
| APlayerController* PC = Cast<APlayerController>(Controller); | |
| if (PC != nullptr) | |
| { | |
| PC->GetPlayerViewPoint(/*out*/ CamLoc, /*out*/ CamRot); | |
| } | |
| else | |
| { | |
| SourceLoc = GetWeaponTargetingSourceLocation(); | |
| CamLoc = SourceLoc; | |
| CamRot = Controller->GetControlRotation(); | |
| } | |
| // Determine initial focal point to | |
| FVector AimDir = CamRot.Vector().GetSafeNormal(); | |
| FocalLoc = CamLoc + (AimDir * FocalDistance); | |
| // Move the start and focal point up in front of pawn | |
| if (PC) | |
| { | |
| const FVector WeaponLoc = GetWeaponTargetingSourceLocation(); | |
| CamLoc = FocalLoc + (((WeaponLoc - FocalLoc) | AimDir) * AimDir); | |
| FocalLoc = CamLoc + (AimDir * FocalDistance); | |
| } | |
| //Move the start to be the HeadPosition of the AI | |
| else if (AAIController* AIController = Cast<AAIController>(Controller)) | |
| { | |
| CamLoc = SourcePawn->GetActorLocation() + FVector(0, 0, SourcePawn->BaseEyeHeight); | |
| } | |
| if (Source == ELyraAbilityTargetingSource::CameraTowardsFocus) | |
| { | |
| // If we're camera -> focus then we're done | |
| return FTransform(CamRot, CamLoc); | |
| } | |
| } | |
| if ((Source == ELyraAbilityTargetingSource::WeaponForward) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus)) | |
| { | |
| SourceLoc = GetWeaponTargetingSourceLocation(); | |
| } | |
| else | |
| { | |
| // Either we want the pawn's location, or we failed to find a camera | |
| SourceLoc = ActorLoc; | |
| } | |
| if (bFoundFocus && ((Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus))) | |
| { | |
| // Return a rotator pointing at the focal point from the source | |
| return FTransform((FocalLoc - SourceLoc).Rotation(), SourceLoc); | |
| } | |
| // If we got here, either we don't have a camera or we don't want to use it, either way go forward | |
| return FTransform(AimQuat, SourceLoc); | |
| } | |
| FHitResult ULyraGameplayAbility_RangedWeapon::DoSingleBulletTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray<FHitResult>& OutHits) const | |
| { | |
| if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f) | |
| { | |
| static float DebugThickness = 1.0f; | |
| DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor::Red, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness); | |
| } | |
| FHitResult Impact; | |
| // Trace and process instant hit if something was hit | |
| // First trace without using sweep radius | |
| if (FindFirstPawnHitResult(OutHits) == INDEX_NONE) | |
| { | |
| Impact = WeaponTrace(StartTrace, EndTrace, /*SweepRadius=*/ 0.0f, bIsSimulated, /*out*/ OutHits); | |
| } | |
| if (FindFirstPawnHitResult(OutHits) == INDEX_NONE) | |
| { | |
| // If this weapon didn't hit anything with a line trace and supports a sweep radius, try that | |
| if (SweepRadius > 0.0f) | |
| { | |
| TArray<FHitResult> SweepHits; | |
| Impact = WeaponTrace(StartTrace, EndTrace, SweepRadius, bIsSimulated, /*out*/ SweepHits); | |
| // If the trace with sweep radius enabled hit a pawn, check if we should use its hit results | |
| const int32 FirstPawnIdx = FindFirstPawnHitResult(SweepHits); | |
| if (SweepHits.IsValidIndex(FirstPawnIdx)) | |
| { | |
| // If we had a blocking hit in our line trace that occurs in SweepHits before our | |
| // hit pawn, we should just use our initial hit results since the Pawn hit should be blocked | |
| bool bUseSweepHits = true; | |
| for (int32 Idx = 0; Idx < FirstPawnIdx; ++Idx) | |
| { | |
| const FHitResult& CurHitResult = SweepHits[Idx]; | |
| auto Pred = [&CurHitResult](const FHitResult& Other) | |
| { | |
| return Other.HitObjectHandle == CurHitResult.HitObjectHandle; | |
| }; | |
| if (CurHitResult.bBlockingHit && OutHits.ContainsByPredicate(Pred)) | |
| { | |
| bUseSweepHits = false; | |
| break; | |
| } | |
| } | |
| if (bUseSweepHits) | |
| { | |
| OutHits = SweepHits; | |
| } | |
| } | |
| } | |
| } | |
| return Impact; | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::PerformLocalTargeting(OUT TArray<FHitResult>& OutHits) | |
| { | |
| APawn* const AvatarPawn = Cast<APawn>(GetAvatarActorFromActorInfo()); | |
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); | |
| if (AvatarPawn && AvatarPawn->IsLocallyControlled() && WeaponData) | |
| { | |
| FRangedWeaponFiringInput InputData; | |
| InputData.WeaponData = WeaponData; | |
| InputData.bCanPlayBulletFX = (AvatarPawn->GetNetMode() != NM_DedicatedServer); | |
| //@TODO: Should do more complicated logic here when the player is close to a wall, etc... | |
| const FTransform TargetTransform = GetTargetingTransform(AvatarPawn, ELyraAbilityTargetingSource::CameraTowardsFocus); | |
| InputData.AimDir = TargetTransform.GetUnitAxis(EAxis::X); | |
| InputData.StartTrace = TargetTransform.GetTranslation(); | |
| InputData.EndAim = InputData.StartTrace + InputData.AimDir * WeaponData->GetMaxDamageRange(); | |
| if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f) | |
| { | |
| static float DebugThickness = 2.0f; | |
| DrawDebugLine(GetWorld(), InputData.StartTrace, InputData.StartTrace + (InputData.AimDir * 100.0f), FColor::Yellow, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness); | |
| } | |
| TraceBulletsInCartridge(InputData, /*out*/ OutHits); | |
| } | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::TraceBulletsInCartridge(const FRangedWeaponFiringInput& InputData, OUT TArray<FHitResult>& OutHits) | |
| { | |
| ULyraRangedWeaponInstance* WeaponData = InputData.WeaponData; | |
| check(WeaponData); | |
| const int32 BulletsPerCartridge = WeaponData->GetBulletsPerCartridge(); | |
| for (int32 BulletIndex = 0; BulletIndex < BulletsPerCartridge; ++BulletIndex) | |
| { | |
| const float BaseSpreadAngle = WeaponData->GetCalculatedSpreadAngle(); | |
| const float SpreadAngleMultiplier = WeaponData->GetCalculatedSpreadAngleMultiplier(); | |
| const float ActualSpreadAngle = BaseSpreadAngle * SpreadAngleMultiplier; | |
| const float HalfSpreadAngleInRadians = FMath::DegreesToRadians(ActualSpreadAngle * 0.5f); | |
| const FVector BulletDir = VRandConeNormalDistribution(InputData.AimDir, HalfSpreadAngleInRadians, WeaponData->GetSpreadExponent()); | |
| const FVector EndTrace = InputData.StartTrace + (BulletDir * WeaponData->GetMaxDamageRange()); | |
| FVector HitLocation = EndTrace; | |
| TArray<FHitResult> AllImpacts; | |
| FHitResult Impact = DoSingleBulletTrace(InputData.StartTrace, EndTrace, WeaponData->GetBulletTraceSweepRadius(), /*bIsSimulated=*/ false, /*out*/ AllImpacts); | |
| const AActor* HitActor = Impact.GetActor(); | |
| if (HitActor) | |
| { | |
| if (LyraConsoleVariables::DrawBulletHitDuration > 0.0f) | |
| { | |
| DrawDebugPoint(GetWorld(), Impact.ImpactPoint, LyraConsoleVariables::DrawBulletHitRadius, FColor::Red, false, LyraConsoleVariables::DrawBulletHitRadius); | |
| } | |
| if (AllImpacts.Num() > 0) | |
| { | |
| OutHits.Append(AllImpacts); | |
| } | |
| HitLocation = Impact.ImpactPoint; | |
| } | |
| // Make sure there's always an entry in OutHits so the direction can be used for tracers, etc... | |
| if (OutHits.Num() == 0) | |
| { | |
| if (!Impact.bBlockingHit) | |
| { | |
| // Locate the fake 'impact' at the end of the trace | |
| Impact.Location = EndTrace; | |
| Impact.ImpactPoint = EndTrace; | |
| } | |
| OutHits.Add(Impact); | |
| } | |
| } | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) | |
| { | |
| // Bind target data callback | |
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); | |
| check(MyAbilityComponent); | |
| OnTargetDataReadyCallbackDelegateHandle = MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).AddUObject(this, &ThisClass::OnTargetDataReadyCallback); | |
| // Update the last firing time | |
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); | |
| check(WeaponData); | |
| WeaponData->UpdateFiringTime(); | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) | |
| { | |
| if (IsEndAbilityValid(Handle, ActorInfo)) | |
| { | |
| if (ScopeLockCount > 0) | |
| { | |
| WaitingToExecute.Add(FPostLockDelegate::CreateUObject(this, &ThisClass::EndAbility, Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled)); | |
| return; | |
| } | |
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); | |
| check(MyAbilityComponent); | |
| // When ability ends, consume target data and remove delegate | |
| MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).Remove(OnTargetDataReadyCallbackDelegateHandle); | |
| MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()); | |
| Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); | |
| } | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag) | |
| { | |
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); | |
| check(MyAbilityComponent); | |
| if (const FGameplayAbilitySpec* AbilitySpec = MyAbilityComponent->FindAbilitySpecFromHandle(CurrentSpecHandle)) | |
| { | |
| FScopedPredictionWindow ScopedPrediction(MyAbilityComponent); | |
| // Take ownership of the target data to make sure no callbacks into game code invalidate it out from under us | |
| FGameplayAbilityTargetDataHandle LocalTargetDataHandle(MoveTemp(const_cast<FGameplayAbilityTargetDataHandle&>(InData))); | |
| const bool bShouldNotifyServer = CurrentActorInfo->IsLocallyControlled() && !CurrentActorInfo->IsNetAuthority(); | |
| if (bShouldNotifyServer) | |
| { | |
| MyAbilityComponent->CallServerSetReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey(), LocalTargetDataHandle, ApplicationTag, MyAbilityComponent->ScopedPredictionKey); | |
| } | |
| const bool bIsTargetDataValid = true; | |
| bool bProjectileWeapon = false; | |
| if (!bProjectileWeapon) | |
| { | |
| if (AController* Controller = GetControllerFromActorInfo()) | |
| { | |
| if (Controller->GetLocalRole() == ROLE_Authority) | |
| { | |
| // Confirm hit markers | |
| if (ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass<ULyraWeaponStateComponent>()) | |
| { | |
| TArray<uint8> HitReplaces; | |
| for (uint8 i = 0; (i < LocalTargetDataHandle.Num()) && (i < 255); ++i) | |
| { | |
| if (FGameplayAbilityTargetData_SingleTargetHit* SingleTargetHit = static_cast<FGameplayAbilityTargetData_SingleTargetHit*>(LocalTargetDataHandle.Get(i))) | |
| { | |
| if (SingleTargetHit->bHitReplaced) | |
| { | |
| HitReplaces.Add(i); | |
| } | |
| } | |
| } | |
| WeaponStateComponent->ClientConfirmTargetData(LocalTargetDataHandle.UniqueId, bIsTargetDataValid, HitReplaces); | |
| } | |
| } | |
| } | |
| } | |
| // See if we still have ammo | |
| if (bIsTargetDataValid && CommitAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo)) | |
| { | |
| // We fired the weapon, add spread | |
| ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); | |
| check(WeaponData); | |
| WeaponData->AddSpread(); | |
| // Let the blueprint do stuff like apply effects to the targets | |
| OnRangedWeaponTargetDataReady(LocalTargetDataHandle); | |
| } | |
| else | |
| { | |
| UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Weapon ability %s failed to commit (bIsTargetDataValid=%d)"), *GetPathName(), bIsTargetDataValid ? 1 : 0); | |
| K2_EndAbility(); | |
| } | |
| } | |
| // We've processed the data | |
| MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()); | |
| } | |
| void ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting() | |
| { | |
| check(CurrentActorInfo); | |
| AActor* AvatarActor = CurrentActorInfo->AvatarActor.Get(); | |
| check(AvatarActor); | |
| UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); | |
| check(MyAbilityComponent); | |
| AController* Controller = GetControllerFromActorInfo(); | |
| check(Controller); | |
| ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass<ULyraWeaponStateComponent>(); | |
| FScopedPredictionWindow ScopedPrediction(MyAbilityComponent, CurrentActivationInfo.GetActivationPredictionKey()); | |
| TArray<FHitResult> FoundHits; | |
| PerformLocalTargeting(/*out*/ FoundHits); | |
| // Fill out the target data from the hit results | |
| FGameplayAbilityTargetDataHandle TargetData; | |
| TargetData.UniqueId = WeaponStateComponent ? WeaponStateComponent->GetUnconfirmedServerSideHitMarkerCount() : 0; | |
| if (FoundHits.Num() > 0) | |
| { | |
| const int32 CartridgeID = FMath::Rand(); | |
| for (const FHitResult& FoundHit : FoundHits) | |
| { | |
| FLyraGameplayAbilityTargetData_SingleTargetHit* NewTargetData = new FLyraGameplayAbilityTargetData_SingleTargetHit(); | |
| NewTargetData->HitResult = FoundHit; | |
| NewTargetData->CartridgeID = CartridgeID; | |
| TargetData.Add(NewTargetData); | |
| } | |
| } | |
| // Send hit marker information | |
| if (WeaponStateComponent != nullptr) | |
| { | |
| WeaponStateComponent->AddUnconfirmedServerSideHitMarkers(TargetData, FoundHits); | |
| } | |
| // Process the target data immediately | |
| OnTargetDataReadyCallback(TargetData, FGameplayTag()); | |
| } | |